pub struct RenderBatch<S, W> {
pub commands: Vec<RenderCommand<W>>,
pub scene: Option<SceneFrame<S>>,
pub disconnected: bool,
}Expand description
One wakeup’s worth of work handed to the render thread by
RenderReceiver::wait_next/RenderReceiver::try_next: the lifecycle
commands to process (FIFO), then the freshest scene to render (if any). A
render loop processes commands first (updating its RenderPhase), then
renders scene only if the resulting phase can_render.
Fields§
§commands: Vec<RenderCommand<W>>Pending lifecycle commands in FIFO order.
scene: Option<SceneFrame<S>>The freshest scene handed off since the last drain (latest-wins), or
None if no new scene arrived.
disconnected: booltrue once the RenderSender has been dropped and no work remains —
the render loop’s signal to exit cleanly.
Trait Implementations§
Auto Trait Implementations§
impl<S, W> Freeze for RenderBatch<S, W>
impl<S, W> RefUnwindSafe for RenderBatch<S, W>
impl<S, W> Send for RenderBatch<S, W>
impl<S, W> Sync for RenderBatch<S, W>
impl<S, W> Unpin for RenderBatch<S, W>
impl<S, W> UnsafeUnpin for RenderBatch<S, W>
impl<S, W> UnwindSafe for RenderBatch<S, W>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> ErasedDestructor for Twhere
T: 'static,
Source§impl<T> StorageAccess<T> for T
impl<T> StorageAccess<T> for T
Source§fn as_borrowed(&self) -> &T
fn as_borrowed(&self) -> &T
Borrows the value.
Source§fn into_taken(self) -> T
fn into_taken(self) -> T
Takes the value.